How to Train Your...: 3 Beast Master Ranger Archetypes

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Falconer

Falconry is the ancient art that involves bonding with a bird of prey, training them to hunt for the master. Rangers who take the path of a falconer learn everything there is about these birds. It is a path that takes skill, finesse, dedication, and empathy to truly flourish with their companions, but the reward is a deadly and talented companion who strikes from the skies.

Falconer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Falconer spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Falconer Spells
Ranger Level Spell
3rd feather fall
5th gust of wind
9th fly
13th storm sphereXGE
17th control windsXGE

Bird of Prey

At 3rd level, you learn to use your magic to create a powerful bond with a bird of prey. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Your companion can take the form of any bird of prey or similar flying beast, but has the statistics for the Bird of Prey.

At the end of the 8 hours, your bird of prey appears. You can have only one bird of prey at a time. If your bird of prey is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your bird’s spirit and use your magic to create a new body for it. You can return a bird of prey to life in this manner even if you do not possess any part of its body. If you use this ability to return a former bird to life while you have a current bird of prey , your bird of pre leaves you and is replaced by the restored bird.

The bird of prey obeys your commands as best it can. It takes its turn on your initiative. On your turn, you can verbally command the bird where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack action. If you don't issue an Attack command, the bird can take one of the following actions: Dash, Disengage, Dodge, or Help (no action required by you). If you are incapacitated or absent, your bird of prey acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. Once you have the Extra Attack feature, you can sacrifice one of your attacks to command your bird to attack, instead. You can do this in addition to using a bonus action to command it to attack.

Bird's Eye View

At 3rd level, you can cast the beast sense spell with this feature, without expending a spell slot, but only on your bird of prey. Once you use this feature, you can't use it again until you finish a short or long rest.

True Eye

When you reach 7th level, you and your bird of prey are immune to the blinded condition. Additionally, if your avian companion is not surprised, you cannot be surprised.

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Swooping Swipe

At 11th level, your bird of prey can attempt to disarm creatures. You can use an action to command your bird to attempt to steal a weapon from a creature. The creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your companion's Dexterity modifier). On a failure, your bird snatches the weapon out of the creature's hands. Your bird can use any movement it hasn't used yet to fly the weapon away from the creature, but it must drop it at the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short rest.

Harry

At 14th level, when a creature you can see that is within 30 feet of your bird of prey targets you with an attack roll, your bird can use its reaction to fly to the target in a straight line and distract it, imposing disadvantage on the attack roll. You must use this feature before you know the outcome of the attack roll.


Avian Companion

Small beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d6)
  • Speed 10 ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Saving Throws Str +0, Dex +4, Wis +4
  • Skills Perception +4, Stealth +4
  • Senses darkvision 120ft., Passive Perception 14
  • Languages understands languages you speak
  • Challenge 1/8 (25 XP)

Flyby. The avian companion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The avian companion has advantage on Wisdom (Perception) checks that rely on sight.

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: its AC, the hound’s skill and saving throw bonuses above, the bonus to hit of its Talons. When you gain a Ranger level, the hound gains one additional hit die and its hit points increase accordingly.


Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Art Credits

Falconer by Ly Kivihall

Hawk from Basic Rules

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Houndmaster

Man and dog have evolved alongside each other for generations. Houndmasters are uniquely drawn to these companions, and with love, devotion, and affection, they develop an intense bond that can rarely be matched. Hounds and their masters fight almost as one, and their connection transcends into magic to protect each other.

Houndmaster Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Houndmaster spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Houndmaster Spells
Ranger Level Spell
3rd heroism
5th warding bond
9th haste
13th Mordenkainen's faithful hound
17th hold monster

Loyal Hound

At 3rd level, you learn to use your magic to create a powerful bond with a loyal hound. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal to serve as your faithful companion. Your loyal hound can take the form of any dog or similar beast such as a wolf or hyena, but has the statistics for the Canine Companion.

At the end of the 8 hours, your loyal hound appears. You can have only one loyal hound at a time. If your loyal hound is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your hound’s spirit and use your magic to create a new body for it. You can return a loyal hound to life in this manner even if you do not possess any part of its body. If you use this ability to return a former hound to life while you have a current loyal hound, your loyal hound leaves you and is replaced by the restored hound.

The loyal hound obeys your commands as best it can. It takes its turn on your initiative. On your turn, you can verbally command the hound where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack action. If you don't issue an Attack command, the hound can take one of the following actions: Dash, Disengage, Dodge, or Help (no action required by you). If you are incapacitated or absent, your loyal hound acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. Once you have the Extra Attack feature, you can sacrifice one of your attacks to command your companion attack, instead. You can do this in addition to using a bonus action to command it to attack.

 

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Tracking Hound

At 3rd level, as long as you and your hound work in tandem, when you make a Wisdom (Survival) check to track, you add your companion's Survival bonus to the roll, in addition to yours. If the check is based on smell or hearing, you have advantage on the check.

Unbreakable Bond

Starting at 7th level, your loyal hound can innately cast warding bond once without expending material components with you as the target. Once it does so, it can not cast the spell again until it finishes a short or long rest.


Loyal Hound

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Saving Throws Str +3, Dex +4, Con +3
  • Skills Perception +3, Survival +3
  • Senses passive perception 13
  • Languages understands languages you speak
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The loyal hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The loyal hound has advantage on an attack roll against a creature if you are within 5 feet of the creature and aren't incapacitated or if you have made an attack roll against the creature that turn.

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: its AC, the hound’s skill and saving throw bonuses above, the bonus to hit of its Bite. When you gain a Ranger level, the hound gains one additional hit die and its hit points increase accordingly.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Takedown Tackle

At 11th level, your loyal hound learns how to knock creatures off their feet with its bite attack. If your loyal hound has advantage on a bite attack and hits, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your companion's Strength modifier) or be knocked prone. If your hound is making an opportunity attack with its bite, it does not need advantage to attempt to knock the creature prone.

Interception

At 14th level, when a target within range of your loyal hound targets you with an attack roll, your loyal hound can use its reaction to make a bite attack against the target. This bite attack is made immediately before the target makes the attack roll. If the bite attack hits, the attack targeting you automatically misses, in addition to the attack's normal effects.

Art Credits

Hero and Dog Concept Art from Fable 2 (Artist Unknown)

Mastiff from Basic Rules

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Wild Rider

Some Rangers just need to feel the wind in their hair and the gallop beneath their feet. Wild Riders are enthralled by the majesty and speed of their mounts. They bond and learn to ride these beasts, becoming one with their mount. A wild rider and his companion are unmatched in speed and mobility. A target soon learns to never run from a wild rider.

Wild Rider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rider spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Wild Rider Spells
Ranger Level Spell
3rd grease
5th spider climb
9th haste
13th find greater steedXGE
17th far stepXGE

Trusty Steed

At 3rd level, you learn to use your magic to create a powerful bond with a mount. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful mount. Your mount takes the form of a beast appropriate for riding, such as a horse, camel, or elk, but has the statistics for the Mount Companion.

At the end of the 8 hours, your trusty steed appears. You can have only one mount at a time. If your mount is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your trusty steed’s spirit and use your magic to create a new body for it. You can return a mount to life in this manner even if you do not possess any part of its body. If you use this ability to return a former mount to life while you have a current mount, your current trusty steed leaves you and is replaced by the restored mount.

The trusty steed is friendly to you and your companions and obeys your commands. It takes its turn on your initiative. On your turn, you can verbally command the mount where to move (no action required by you). You can use your bonus action to command it to take the Attack or Trample actions. If you don't issue an Attack command, the mount can take one of the following actions: Dash, Disengage, Dodge, or Help (no action required by you). While mounted on your steed, it moves as you direct it, and it has only four action options: Dash, Disengage, Dodge, and Trample. Additionally while mounted on your steed, you can make any spell you cast that targets only you also target the mount, as if you were one unit. If you dismount, the spell's effect on your steed instantly ends. If you are incapacitated or absent, your mount acts on its own, focusing on protecting you and itself.

Spirit of the Saddle

Also at 3rd level, you learn how to bind your trusty steed's spirit to its saddle. During a short or long rest, you can perform a ritual to give your mount an incorporeal form. In this form, the saddle remains corporeal, taking up a 5-foot by 5-foot space, while your mount itself can phase through objects or creatures and takes up no additional space. You can mount the saddle as usual and are treated as if you were mounted.

While in this form, your mount cannot take the Trample action or otherwise interact with creatures and objects who aren't you, but the saddle can be the target of attacks and takes damage normally. If you are dismounted, or your spirit mount reaches 0 hit points, the spirit retreats into the saddle and the saddle drops to the floor. You can spend one minute communing with your mount's saddle to coax the spirit back out, resummoning its spirit form.

Born to the Saddle

At 7th level, while mounted on your mount, when your mount takes the Dodge action, you gain a +1 bonus to AC and if your mount succeeds a Dexterity saving throw you are also subjected to, you automatically succeed on the save. These benefits last until the start of your next turn or until you dismount.

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Additionally, you gain advantage on all saving throws and ability checks made to remain mounted and all Wisdom (Animal Handling) checks to control your mount. It only takes you 5 feet of movement to mount or dismount a creature.

Drive-by Strike

Starting at 11th level, when you're mounted and move at least 20 feet towards a target and your mount has at least 5 feet of movement remaining, you can choose to Attack with a weapon that lacks the heavy property while moving, using the momentum and speed of your mount to deliver a devastating strike. You have disadvantage on the weapon attack roll, but if you hit with the attack you roll the weapon's damage die again and add it to the result.

Master Rider

Finally, at 14th level,


Mount Companion

Large beast, unaligned


  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 3 (-4) 11 (+0) 7 (-2)

  • Saving Throws Str +5, Dex +2, Con +3
  • Skills Athletics +5
  • Senses passive perception 10
  • Languages understands languages you speak
  • Challenge 1/4 (50 XP)

Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: its AC, the companion’s skill and saving throw bonuses above, the bonus to hit of its Stomp, and the DC of its Trample. When you gain a Ranger level, the companion gains one additional hit die and its hit points increase accordingly.

Trained Mount. The companion is trained to accept a rider.


Actions (requires your bonus action)

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Trample. If the mount companion moves at least 20 ft. toward a creature, it can attempt to enter the target's space. That target must succeed on a DC 13 Strength or Dexterity saving throw (its choice) or be knocked prone. If the target is prone, the mount can make an attack with its stomp against it. This action is usable while mounted.

Art Credits

Qadrin Horse Lord by Kim Sokol for Paizo Publishing

Riding Horse from Basic Rules

 

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